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Through The Inferno (Persian Gulf) - Highly dynamic and endless task-based mission


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  • 2 weeks later...
Thanks Deadlyfishes, this is a great mission. Is there a way to turn off the easy JTAC so I have to manually contact them on the proper frequency and get the 9 line?

 

 

That JTAC functionality as far as i know, only involves static placed units (units that are pre-placed in the editor and cannot be re-spawned). I believe that it does not work with dynamicly spawned units that are spawned out of thin air, like how we have them in TTI,

 

 

You are more than welcome to add your own enemy ground units with a JTAC in the editor, but just know those units will always be in that position, and can never be respawned. If there is a way to do JTAC using the normal JTAC functionality provided by DCS, I'll definitely be interested in it.

"Through The Inferno"

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UPDATE 04/16/20 - 1: v1.61a

- Fixed an issue where EWRS was not working properly

- Removed Reset AWACS from debug

- LHA-1 Tarawa matches patch of CVN-74 (on carrier maps only)

- JTAC Target Reports now show DM.M, DMS.S and MGRS

- KC-135 speed adjusted for F-16C usage ~Mach 0.6

"Through The Inferno"

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Ok a question on JTAC lasing, forgive me if this is pilot issue or plane issue,

I am flying AV8.

 

After successfully killing first JTAC target using laser 1688 code and GBU12.

I get a new target.

I do not change the code, but sensors do not find another lased target.

Are they automatically lased all the time, whichever target I choose, or do I have to ‘tell’ the mission to

Lase another target, or reset something on the plane.

 

I flew around for ages visually identifying targets with the red smoke, but sensors did not find another

Lased object to lock onto.

 

Any help please.

Thx


Edited by Parrotman

Regards,

Andy

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Ok a question on JTAC lasing, forgive me if this is pilot issue or plane issue,

I am flying AV8.

 

After successfully killing first JTAC target using laser 1688 code and GBU12.

I get a new target.

I do not change the code, but sensors do not find another lased target.

Are they automatically lased all the time, whichever target I choose, or do I have to ‘tell’ the mission to

Lase another target, or reset something on the plane.

 

I flew around for ages visually identifying targets with the red smoke, but sensors did not find another

Lased object to lock onto.

 

Any help please.

Thx

 

 

The auto-jtac will immediately begin search for a new target if it can see one.

 

 

You don't have to do anything. You can check the JTAC status via F10 Other menu to make sure that it is actually lasing something at your mission area.

 

 

Sometimes the JTAC will not be able to find a target because they are obscured by vegetation or otherwise, if that is an issue, I can move some zones around for the next update.

"Through The Inferno"

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Just a suggestion - could you please add random spawning of strike targets (such as factories, warehouses) to A2G missions?

 

 

This might require an overhaul of a decent portion of the code.

 

 

It's not impossible, but something I want to try in the near future. I'll put this on my issues list and see what I can cook up. --- For now, feel free to add whatever statics you want to the map to do your own missions.

 

Usually the TTI Multiplayer Server features get ported into TTI SP, and right now as far as I know, there is a huge issue with statics in multiplayer which is why I don't bother with them.

 

 

Thank you for the suggestion, I'll see what I can do with this soon :)

"Through The Inferno"

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Through the Inferno (personal Gulf) ask about the F10 menu. I want to change the language in the F10 task because I want to change it to another language. How can I change it. Thank you

 

 

Sorry, I am only fluent in English. You may have to find someone who can translate it for you in the language that you want. At this time I do not have the resources on my end to support localization.

"Through The Inferno"

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Sorry, I am only fluent in English. You may have to find someone who can translate it for you in the language that you want. At this time I do not have the resources on my end to support localization.

 

How can I change my language


Edited by leehom444
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  • 2 weeks later...
This might require an overhaul of a decent portion of the code.

 

 

It's not impossible, but something I want to try in the near future. I'll put this on my issues list and see what I can cook up. --- For now, feel free to add whatever statics you want to the map to do your own missions.

 

Usually the TTI Multiplayer Server features get ported into TTI SP, and right now as far as I know, there is a huge issue with statics in multiplayer which is why I don't bother with them.

 

 

Thank you for the suggestion, I'll see what I can do with this soon :)

 

Oooh..yes please! And airfield strikes would be great :)

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Been playing around with this mission for a bit and have noticed that no other allied (blue) planes spawn. I've seen a few Migs on CAP , but other than my aircraft and the tankers and AWACs, I see no other allied flights. Is this the way it's supposed to be or am I missing something?

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Been playing around with this mission for a bit and have noticed that no other allied (blue) planes spawn. I've seen a few Migs on CAP , but other than my aircraft and the tankers and AWACs, I see no other allied flights. Is this the way it's supposed to be or am I missing something?

 

 

You can only spawn blue aircraft via zeus spawns, or the backup radio commands in F10.

 

 

The next update I'm adding customizable random air traffic which will include fighter jets.

 

 

 

Oooh..yes please! And airfield strikes would be great :)

 

 

Needs more testing, but I'll play with this idea some more after the next big update.

 

 

Shell and Texaco tacan channels in kneeboard are swapped.

 

 

I'll fix this on the next big update, coming soon !

"Through The Inferno"

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UPDATE 05/04/2019 - 1: v1.63a

- Fixed a2g helo/infantry assault missions, they now are recognized as different missions

 

- Fixed a major issue for A2A helo missions that didnt allow them to spawn correctly

 

- Fixed an issue where some JTACs would not be high enough for missions in mountainous areas.

 

- Enabled airboss by default

 

- Enabled random air traffic by default

 

- Added slower KC-135 for a10

 

- Fixed kneeboard text to provide more tanker information such as flight level and speed.

 

- Aadded TONS options for random air traffic, including fighter jet/carrier ops random air traffic: (expand spoiler text to see all new options)

random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.

random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.

 

-- # of civ aircraft spawns PER TYPE,

civ_rat_spawns = the amount of civilian ai air traffic spawns per type

 

-- set # of fighter aircraft spawns, for each type individually

fighter_rat_a10_spawns = 1

fighter_rat_f18_grnd_spawns = 1

fighter_rat_f18_cv_spawns = 1

fighter_rat_f16_spawns = 1

fighter_rat_f15_spawns = 1

fighter_rat_f14_grnd_spawns = 1

fighter_rat_f14_cv_spawns = 1

 

-- misc flight settings

air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)

max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

 

civ_allow_immortal = true or false to allow civ aircraft to be immortal

civ_allow_invisible = true or false to allow civ aircraft to be invisible

 

fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets

-- free is weapons free, ai will go on offensive

-- hold is weapons hold, they will not fire

-- return is return fire, they will only fire when fired upon.

 

fighter_jet_immortal = true or false to allow fighter jets to be immortal

fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

 

-- enable or disable ai aircraft types that will spawn in (use true or false)

 

-- civilian

enable_yak = true or false

enable_c130 = true or false

enable_c17 = true or false

enable_an26 = true or false

-- fighter jet

enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield

enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier

enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield

enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier

enable_f14 = true or false (nttr only)

enable_f15 = true or false

enable_f16 = true or false

enable_f18 = true or false (nttr only)

enable_a10 = true or false

 

 

- Added option for JTACs to spawn at the random SAM spawn sites

sam_site_jtacs_enable = SET TRUE OR FALSE IF YOU WANT JTACS THAT LASE/SMOKE AT THE RANDOM SAM SITES

 

- Added option for enemy ships to attack/defend or do nothing

enemy_ship_ai = SET TRUE OR FALSE if you want enemy AI ships to attack/defend or do nothing.

 

- Made Random Mission Name visible when mission starts

 

- Removed JF-17 Refueling Probe by default

 

- Mounted DDM Sensors for M-2000C by default

 

- Changed some radio menu text to make "Ground Mission Location Intel" more obvious and visible.

 

- Updated backend scripting engine (latest MOOSE version as of May 2020)

 

- Optimized Mission Detection logic to be significantly less taxing on CPU, will now only be searching within ACTIVE ZONES rather than ALL ZONES.

"Through The Inferno"

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THANK YOU, deadlyfishes, for an incredibly immersive, well-designed, challenging-yet-doable, and VERY fun mission!

 

I would like for the mission to generate bomber packages ("bomber intercept mission") with two enhancements

 

(1) (Organic) Fighter escorts. Right now the random auto fighter spawns and with bomber intercepts on auto as well mean that many times bombers and fighters come at different times and different directions. This makes the bombers pretty vulnerable. It would be nice for interceptors to deal with escorts. They do not actually have to be in the same group, but at least flying in the vicinity (same axis, either ahead or behind of the bombers) and definitely around the same time.

 

(2) Strike the carrier group (or other ships). It would be nice if there were stakes/consequences for interception failure or tardiness!

 

Are these possible?

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THANK YOU, deadlyfishes, for an incredibly immersive, well-designed, challenging-yet-doable, and VERY fun mission!

 

I would like for the mission to generate bomber packages ("bomber intercept mission") with two enhancements

 

(1) (Organic) Fighter escorts. Right now the random auto fighter spawns and with bomber intercepts on auto as well mean that many times bombers and fighters come at different times and different directions. This makes the bombers pretty vulnerable. It would be nice for interceptors to deal with escorts. They do not actually have to be in the same group, but at least flying in the vicinity (same axis, either ahead or behind of the bombers) and definitely around the same time.

 

(2) Strike the carrier group (or other ships). It would be nice if there were stakes/consequences for interception failure or tardiness!

 

Are these possible?

 

 

Great Idea, I'll put this on my list for an option for bomber intercepts to have escorts and/or have actual targets like ships or airfields.

 

 

The problem with random spawning location is that in a bomber, you can't add escorts to the group and since they are spawned at a random position in the zone. If the option is enabled, for them to have escorts i might have to place them in a bit more predictable location.

"Through The Inferno"

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Great Idea, I'll put this on my list for an option for bomber intercepts to have escorts and/or have actual targets like ships or airfields.

 

 

The problem with random spawning location is that in a bomber, you can't add escorts to the group and since they are spawned at a random position in the zone. If the option is enabled, for them to have escorts i might have to place them in a bit more predictable location.

 

Thanks!

 

I've been messing around with this. One approach might be to spawn the bombers, and then grab the groups coordinates and spawn the fighters in the vicinity using zone (or zone that moves with the unit)?

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Thanks!

 

I've been messing around with this. One approach might be to spawn the bombers, and then grab the groups coordinates and spawn the fighters in the vicinity using zone (or zone that moves with the unit)?

 

 

Might be a possibility, but I think what I'll do is have a few zones where they can come from, just for the bombers with escorts, if you enable that option.

"Through The Inferno"

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UPDATE 05/08/2019 - 1: v1.63f

Improved A2A Intercept Bomber Mission logic:

- Bomber escort fighters will now properly spawn near bomber and follow them

- An air raid siren sound and notification will let the player know when the bombers begin their attack.

 

Added new settings:

enable_airbase_bombers = set true or false if you want bombers that attack your main airbase

enable_carrier_bombers = set true or false if you want bombers that attack ships (only where anti-ship missions are available)

enable_bomber_escorts = set true or false if you want bombers with escort fighters

ground_bomber_amount = how many bombers at each spawn

ship_bomber_amount = how many bombers at each spawn

 

Other small changes:

- Moved "Ground Intel" menu option to the front end of the F10 - Other menu.

- Added UI SFX for the ground location intel report

"Through The Inferno"

Endless, Dynamic, Open-World Experience for DCS World
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  • 2 weeks later...

UPDATE 05/20/2020 - 1: v1.66a -

OLD MISSIONS WILL NOT WORK WITH THE SUPER CARRIER UPDATE UNLESS YOU USE THIS NEW MISSION FILE.

All TTI SP Maps:

- Optimized Intel reports to be more 'modular' to make updating the mission easier.

- Added ROE Weapons Free to enemy fighter escorts that escort bombers.

 

TTI SP Maps with Carrier Ops:

- Added second MIZ file to support Super Carrier optionally to avoid having players going into the mission editor to change the carrier.

- Super Carrier CVN-7X added to second miz

- Super Carrier Kuznetsov added to second miz

- Fixed a major bug where enabling ship AI causes a script error loop

- Updated Moose Script Framework to support the Airboss Mod update to work with the Stennis and new Super Carriers.

"Through The Inferno"

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I'm seeing some issues with bomber intercept A2A missions, specifically in regards to the carrier bombing option.

 

We have the auto spawns off.

We had airbase bombers off and carrier bombers on, with escorts.

When we started a mission we got a loop - see attached pic.

 

Did some playing around with the bomber group settings and it seems to only occur when carrier bombing is enabled (with or without escorts). See below the settings we tried and the results we got:

 

enable_airbase_bombers = true
enable_carrier_bombers = false
enable_bomber_escorts = false
NO LOOP

enable_airbase_bombers = false
enable_carrier_bombers = true
enable_bomber_escorts = false
LOOP

enable_airbase_bombers = true
enable_carrier_bombers = false
enable_bomber_escorts = true
NO LOOP

enable_airbase_bombers = false
enable_carrier_bombers = true
enable_bomber_escorts = true
LOOP

enable_airbase_bombers = true
enable_carrier_bombers = true
enable_bomber_escorts = true
LOOP

enable_airbase_bombers = true
enable_carrier_bombers = true
enable_bomber_escorts = false
LOOP

inferno-error.png.cdd3cdb2732acbff631bc02db9d47302.png

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